quakeforge/libs/video/renderer/vulkan/alias.frag

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#version 450
layout (set = 0, binding = 2) uniform sampler2D Texture;
layout (set = 0, binding = 3) uniform sampler2D GlowMap;
layout (set = 0, binding = 4) uniform sampler2D ColorA;
layout (set = 0, binding = 5) uniform sampler2D ColorB;
/*
layout (set = 2, binding = 0) uniform sampler2D Texture;
layout (set = 2, binding = 1) uniform sampler2D GlowMap;
layout (set = 2, binding = 2) uniform sampler2D ColorA;
layout (set = 2, binding = 3) uniform sampler2D ColorB;
*/
struct LightData {
vec3 color;
float dist;
vec3 position;
int type;
vec3 direction;
float cone;
};
layout (constant_id = 0) const int MaxLights = 8;
//layout (set = 1, binding = 0) uniform Lights {
layout (set = 0, binding = 1) uniform Lights {
int light_count;
LightData lights[MaxLights];
};
layout (push_constant) uniform PushConstants {
layout (offset = 80)
vec4 fog;
vec4 color;
};
layout (location = 0) in vec2 st;
layout (location = 1) in vec3 position;
layout (location = 2) in vec3 normal;
layout (location = 0) out vec4 frag_color;
void
main (void)
{
vec4 c;
int i;
vec3 light = vec3 (0);
c = texture (Texture, st);
c += texture (ColorA, st);
c += texture (ColorB, st);
if (MaxLights > 0) {
for (i = 0; i < light_count; i++) {
vec3 dist = lights[i].position - position;
float dd = dot (dist, dist);
float mag = max (0.0, dot (dist, normal));
light += lights[i].color * mag * lights[i].dist / dd;
}
}
c *= vec4 (light, 1);
c += texture (GlowMap, st);
//frag_color = vec4((normal + 1)/2, 1);
frag_color = c;//fogBlend (c);
}